/*
  ==============================================================================

   This file is part of the JUCE framework.
   Copyright (c) Raw Material Software Limited

   JUCE is an open source framework subject to commercial or open source
   licensing.

   By downloading, installing, or using the JUCE framework, or combining the
   JUCE framework with any other source code, object code, content or any other
   copyrightable work, you agree to the terms of the JUCE End User Licence
   Agreement, and all incorporated terms including the JUCE Privacy Policy and
   the JUCE Website Terms of Service, as applicable, which will bind you. If you
   do not agree to the terms of these agreements, we will not license the JUCE
   framework to you, and you must discontinue the installation or download
   process and cease use of the JUCE framework.

   JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
   JUCE Privacy Policy: https://juce.com/juce-privacy-policy
   JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/

   Or:

   You may also use this code under the terms of the AGPLv3:
   https://www.gnu.org/licenses/agpl-3.0.en.html

   THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
   WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
   MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.

  ==============================================================================
*/

namespace juce
{

//==============================================================================
/**
    A 4x4 3D transformation matrix.

    @see Vector3D, Quaternion, AffineTransform

    @tags{OpenGL}
*/
template <typename Type>
class Matrix3D
{
public:
    /** Creates an identity matrix. */
    Matrix3D() noexcept
    {
        mat[0]  = Type (1); mat[1]  = 0;        mat[2]  = 0;         mat[3]  = 0;
        mat[4]  = 0;        mat[5]  = Type (1); mat[6]  = 0;         mat[7]  = 0;
        mat[8]  = 0;        mat[9]  = 0;        mat[10] = Type (1);  mat[11] = 0;
        mat[12] = 0;        mat[13] = 0;        mat[14] = 0;         mat[15] = Type (1);
    }

    /** Creates a copy of another matrix. */
    Matrix3D (const Matrix3D& other) noexcept
    {
        memcpy (mat, other.mat, sizeof (mat));
    }

    /** Copies another matrix. */
    Matrix3D& operator= (const Matrix3D& other) noexcept
    {
        memcpy (mat, other.mat, sizeof (mat));
        return *this;
    }

    /** Creates a matrix from its raw 4x4 values. */
    Matrix3D (Type m00, Type m10, Type m20, Type m30,
              Type m01, Type m11, Type m21, Type m31,
              Type m02, Type m12, Type m22, Type m32,
              Type m03, Type m13, Type m23, Type m33) noexcept
    {
        mat[0]  = m00;  mat[1]  = m10;  mat[2]  = m20;  mat[3]  = m30;
        mat[4]  = m01;  mat[5]  = m11;  mat[6]  = m21;  mat[7]  = m31;
        mat[8]  = m02;  mat[9]  = m12;  mat[10] = m22;  mat[11] = m32;
        mat[12] = m03;  mat[13] = m13;  mat[14] = m23;  mat[15] = m33;
    }

    /** Creates a matrix from an array of 16 raw values. */
    Matrix3D (const Type* values) noexcept
    {
        memcpy (mat, values, sizeof (mat));
    }

    /** Creates a matrix from a 2D affine transform. */
    Matrix3D (const AffineTransform& transform) noexcept
    {
        mat[0]  = transform.mat00;  mat[1] =  transform.mat10;  mat[2]  = 0;         mat[3]  = 0;
        mat[4]  = transform.mat01;  mat[5] =  transform.mat11;  mat[6]  = 0;         mat[7]  = 0;
        mat[8]  = 0;                mat[9] =  0;                mat[10] = Type (1);  mat[11] = 0;
        mat[12] = transform.mat02;  mat[13] = transform.mat12;  mat[14] = 0;         mat[15] = Type (1);
    }

    /** Creates a matrix from a 3D vector translation. */
    static Matrix3D fromTranslation (Vector3D<Type> vector) noexcept
    {
        return { Type (1), 0,        0,        0,
                 0,        Type (1), 0,        0,
                 0,        0,        Type (1), 0,
                 vector.x, vector.y, vector.z, Type (1) };
    }

    /** Returns a new matrix from the given frustum values. */
    static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type nearDistance, Type farDistance) noexcept
    {
        return { (Type (2) * nearDistance) / (right - left), 0, 0, 0,
                  0, (Type (2) * nearDistance) / (top - bottom), 0, 0,
                  (right + left) / (right - left), (top + bottom) / (top - bottom), -(farDistance + nearDistance) / (farDistance - nearDistance), Type (-1),
                  0, 0, -(Type (2) * farDistance * nearDistance) / (farDistance - nearDistance), 0 };
    }

    /** Returns a matrix which will apply a rotation through the Y, X and Z angles specified by a vector. */
    static Matrix3D rotation (Vector3D<Type> eulerAngleRadians) noexcept
    {
        auto cx = std::cos (eulerAngleRadians.x),  sx = std::sin (eulerAngleRadians.x),
             cy = std::cos (eulerAngleRadians.y),  sy = std::sin (eulerAngleRadians.y),
             cz = std::cos (eulerAngleRadians.z),  sz = std::sin (eulerAngleRadians.z);

        return { (cy * cz) + (sx * sy * sz), cx * sz, (cy * sx * sz) - (cz * sy), 0,
                 (cz * sx * sy) - (cy * sz), cx * cz, (cy * cz * sx) + (sy * sz), 0,
                 cx * sy, -sx, cx * cy, 0,
                 0, 0, 0, Type (1) };
    }

    /** Multiplies this matrix by another. */
    Matrix3D& operator*= (const Matrix3D& other) noexcept
    {
        return *this = *this * other;
    }

    /** Multiplies this matrix by another, and returns the result. */
    Matrix3D operator* (const Matrix3D& other) const noexcept
    {
        auto&& m2 = other.mat;

        return { mat[0] * m2[0]  + mat[4] * m2[1]  + mat[8]  * m2[2]  + mat[12] * m2[3],
                 mat[1] * m2[0]  + mat[5] * m2[1]  + mat[9]  * m2[2]  + mat[13] * m2[3],
                 mat[2] * m2[0]  + mat[6] * m2[1]  + mat[10] * m2[2]  + mat[14] * m2[3],
                 mat[3] * m2[0]  + mat[7] * m2[1]  + mat[11] * m2[2]  + mat[15] * m2[3],
                 mat[0] * m2[4]  + mat[4] * m2[5]  + mat[8]  * m2[6]  + mat[12] * m2[7],
                 mat[1] * m2[4]  + mat[5] * m2[5]  + mat[9]  * m2[6]  + mat[13] * m2[7],
                 mat[2] * m2[4]  + mat[6] * m2[5]  + mat[10] * m2[6]  + mat[14] * m2[7],
                 mat[3] * m2[4]  + mat[7] * m2[5]  + mat[11] * m2[6]  + mat[15] * m2[7],
                 mat[0] * m2[8]  + mat[4] * m2[9]  + mat[8]  * m2[10] + mat[12] * m2[11],
                 mat[1] * m2[8]  + mat[5] * m2[9]  + mat[9]  * m2[10] + mat[13] * m2[11],
                 mat[2] * m2[8]  + mat[6] * m2[9]  + mat[10] * m2[10] + mat[14] * m2[11],
                 mat[3] * m2[8]  + mat[7] * m2[9]  + mat[11] * m2[10] + mat[15] * m2[11],
                 mat[0] * m2[12] + mat[4] * m2[13] + mat[8]  * m2[14] + mat[12] * m2[15],
                 mat[1] * m2[12] + mat[5] * m2[13] + mat[9]  * m2[14] + mat[13] * m2[15],
                 mat[2] * m2[12] + mat[6] * m2[13] + mat[10] * m2[14] + mat[14] * m2[15],
                 mat[3] * m2[12] + mat[7] * m2[13] + mat[11] * m2[14] + mat[15] * m2[15] };
    }

    /** The 4x4 matrix values. These are stored in the standard OpenGL order. */
    Type mat[16];
};

} // namespace juce
